precision mediump float; // 中精度浮点数

uniform sampler2D map;

varying vec2 uvs;
varying vec2 vPosition;
varying vec2 uMouse;

void main( ){

    vec4 outPutColor = texture2D( map , uvs );

    float dis = distance( uMouse , uvs );
    if ( dis < 0.1 ){
        float dis2 = smoothstep( 0.01 , 0.06 , dis );
        outPutColor = mix( vec4( 0.0 , 0.949 , 1.0 , 1.0 ) , outPutColor , dis2 );
    }

    gl_FragColor = vec4( outPutColor );

}